vghetto port project
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Re: vghetto port project
I don't know about the The Birth of Sorcery in particular (I've never played it) but I do think there are some campaigns on the add-on server that are really good and worthwhile playing even though they were never completed.Lord-Knightmare wrote: ↑December 25th, 2021, 2:33 pm
- Birth of Sorcery - description says only 25% is done. Premise is good/decent. I don't want incomplete abandoned works
This is on the 1.12 add-ons server with the title The Desert Scorpion.Lord-Knightmare wrote: ↑December 25th, 2021, 2:33 pm
- Lord_Of_The_South - there is no addon of this name in 1.12/1.10/1.8/1.6
This is on the 1.12 add-ons server with the title The Strange Men.
- Elvish_Hunter
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Re: vghetto port project
It isn't a text file, it's a Python script. It's true that anyone can fix bugs and send pull requests, however it's always better to at least know the basics of Python before doing so.
Whatever it's more convenient for the user who wants to file a report.What's more convenient for Elvish_Hunter? Maybe he can let us know.
This is the reply I posted on Discord (before noticing that the same issue affects Qv -> Mv, but in this case I'll just remove the comma):
Do you have any preference?The fixes are actually very simple. In themapchanges
tuple, wmllint checks forGgf,
(with a trailing comma) and replaces it withGg^Emf
(without commas). I don't know why it's been done in this way (maybe to avoid automatic conversions ofGgf
terrains with overlays?), however I can either add a comma toGg^Emf
, remove the comma fromGgf
or implement a custom rule in themaptransform()
function, like I did for theXol
terrain.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
- Lord-Knightmare
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Re: vghetto port project
10 scenarios out of 40, with 3 cutscenes in it. I guess it can be ported.I don't know about the The Birth of Sorcery in particular (I've never played it) but I do think there are some campaigns on the add-on server that are really good and worthwhile playing even though they were never completed.
As for the Desert Scorpion and The Strange Men, the description of the former is appealing enough to expressing an interest in porting. The latter, yeah, I don't see any selling points to port it.
Hmm, anyone ever played Untold Tale: Darkened Skies? The one sentence description seems cool but I got no idea on what it actually is. (on 1.6 addon server).
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Re: vghetto port project
That one has only 2 scenarios completed (out of 36 planned).Lord-Knightmare wrote: ↑December 25th, 2021, 3:53 pm Hmm, anyone ever played Untold Tale: Darkened Skies? The one sentence description seems cool but I got no idea on what it actually is. (on 1.6 addon server).
Again, I wouldn't necessarily say it shouldn't be ported just because it's incomplete, but ... for that one there's not really much there.
(The list of scenarios that were never completed is interesting, though.)
- Descacharrado
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Re: vghetto port project
I did use the 16 x's and left this thread for feedback, as it would not let me put 579298 as the feedback topic id.vghetto wrote: ↑December 25th, 2021, 1:39 pmDid you use 16 xs for the password?Descacharrado wrote: ↑December 25th, 2021, 12:14 pm Ported "A Walk in the Woods", disregarded "A Princes Tale" for being poor quality.
Edit: What's A Princes Tale? I don't see it on my list.
A Princes tale is a campaign from 1.2, I just wanted to post it here, being the biggest porting project, to register that (at least imo) its not worth porting. Edit: I have now seen that we mostly want completed (or uncompleted but good) abandoned campaigns, so I will focus on those (in the list) in the future.
P.D: Played through The Fall of Wesnoth and liked it very much, it felt mainline and refreshing. This is my feedback: I have seen konrad2s review of it and I agree that it would need some quick grammar check.
It all started when I speedran wesnoth...
- Lord-Knightmare
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Re: vghetto port project
You should have seen the storyline dev thread back in the day. It was supposed to be a full set of 75 scenarios, ending with a battle at Wesmere. It was good enough to be put up as a candidate (at least what I think), but too bad it's been ditched.P.D: Played through The Fall of Wesnoth and liked it very much, it felt mainline and refreshing. This is my feedback: I have seen konrad2s review of it and I agree that it would need some quick grammar check.
Surprisingly, all campaigns that wanted to have the Fall of Gaia in them as the main plot have one thing in common: abandoned. #SorryNotSorry
Pretty much what should be aimed for. Completed/incomplete-but-good.I have now seen that we mostly want completed (or uncompleted but good) abandoned campaigns,
One that comes to my mind is Fire Forged Friends. Lacked scenarios but the thread had all event dialogue, story and character details. It was quickly forgotten too.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
- Descacharrado
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Re: vghetto port project
75 scenarios is too ambitious and long, in my opinion. I think TFoW could be finished in two scenarios (having a bad ending for the protagonist) and let other add-ons take on the rest of the story. If you, or anyone wants to go deeper in this convo, I invite y'all to do so on the add-on's thread or over on discord, so we do not take too much space here and make this thread excesively long .Lord-Knightmare wrote: ↑December 25th, 2021, 6:03 pm
You should have seen the storyline dev thread back in the day. It was supposed to be a full set of 75 scenarios, ending with a battle at Wesmere. It was good enough to be put up as a candidate (at least what I think), but too bad it's been ditched.
I recently ported and reworked A New Heir, and even if it only had one unfinished scenario, it took me a good week to take it up to the kind of level I would expect from my campaigns (please do not look at my first child The Undead Rising, I will fix it someday ).One that comes to my mind is Fire Forged Friends. Lacked scenarios but the thread had all event dialogue, story and character details. It was quickly forgotten too.
It all started when I speedran wesnoth...
Re: vghetto port project
Yeah, I loved that one too.Lord-Knightmare wrote: ↑December 25th, 2021, 6:03 pm One that comes to my mind is Fire Forged Friends. Lacked scenarios but the thread had all event dialogue, story and character details. It was quickly forgotten too.
Re: vghetto port project
I haven't gone back to this project yet, I'm still stuck on wesband/weshack trying to hunt down an elusive lua error that I couldn't reproduce after getting it once :/
Anyway...
@Descacharrado you can't link individual posts. It has to be the topic id. In the browser URL that is the number after t=, not p= like so:
If you decide to port something else, let us know here before you start, in case someone else have begun the work already.
@Lord-Knightmare and @gnombat. Thank you so much! I will adopt your updated list and drop the rest.
@Elvish_Hunter I don't have a preference. I think Xol works fine as far as I'm aware. So doing Ggf the same way as Xol won't be a bad idea.
Anyway...
@Descacharrado you can't link individual posts. It has to be the topic id. In the browser URL that is the number after t=, not p= like so:
viewtopic.php?t=<some number>
. A_Walk_In_The_Woods thread is viewtopic.php?t=41448
.If you decide to port something else, let us know here before you start, in case someone else have begun the work already.
@Lord-Knightmare and @gnombat. Thank you so much! I will adopt your updated list and drop the rest.
@Elvish_Hunter I don't have a preference. I think Xol works fine as far as I'm aware. So doing Ggf the same way as Xol won't be a bad idea.
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Re: vghetto port project
Thank you, will do.
I like alphabetical order, so I'll take on the first that is not taken, Adds army is it? If it's not taken, I'll work on that next.If you decide to port something else, let us know here before you start, in case someone else have begun the work already.
Edit: Done with Adds army
Last edited by Descacharrado on December 26th, 2021, 2:02 pm, edited 1 time in total.
It all started when I speedran wesnoth...
Re: vghetto port project
Ok, I've come up against code that does something similar.octalot wrote: ↑December 21st, 2021, 9:01 pmIt was implemented that way for a while and then reverted back to being a[while]
in 8bbe4189edd0c11f57c77e30a2c012af0ca30319. I don't know for sure, but I'd guess someone's UMC was incrementing or decrementing the index variable inside the loop.
Though generally it isn't a good idea to mess with the i variable inside of the loop, in wesband it is updating the variable i to be the length of the array to force a break out of the loop when some condition is met.
Maybe
[break][/break]
didn't exist back then?That's something else we have to look for when doing a port :/
Re: vghetto port project
Hm I guess I'll just go with one big one then... I filed issue #6403.Elvish_Hunter wrote: ↑December 25th, 2021, 3:17 pmWhatever it's more convenient for the user who wants to file a report.What's more convenient for Elvish_Hunter? Maybe he can let us know.
Wesnoth-related GitHub repos:
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
Re: vghetto port project
Thank you for opening the issue.egallager wrote: ↑December 27th, 2021, 8:12 pmHm I guess I'll just go with one big one then... I filed issue #6403.Elvish_Hunter wrote: ↑December 25th, 2021, 3:17 pmWhatever it's more convenient for the user who wants to file a report.What's more convenient for Elvish_Hunter? Maybe he can let us know.
I don't know if it is reasonable to expect wmllint to do all of those tasks.
Something like:
or clearing variables heal_amount.... shouldn't be up for wmllint to do, imo.wmllint should replace file injections like {~/add-ons/.../deaths.cfg} within scenarios with macros, unless that path isn't already included in _main.cfg.
Maybe replacing the old difficulty syntax with the macros can be added to the task list. That's step 5.
Maybe also add a couple more AI things similar to
[target]
, I didn't have these in my steps post, but I do them as well. They have the same syntax as target.Change
[protect_unit]
. Example:
Code: Select all
[goal]
name=protect_unit
[criteria]
side=1
[/criteria]
protect_radius=4
value=5.0
[/goal]
[protect_location]
. Example:
Code: Select all
[goal]
name=protect_location
[criteria]
side=1
[/criteria]
protect_radius=4
value=5.0
[/goal]
Running wmllint-1.4 on the Wesband/units folder would crash it. There were others add-ons in which it crashed as well, but I don't remember which. I'll list them here when I do my update round.
Re: vghetto port project
OK I can remove those if that'd be your preference; just let me know.vghetto wrote: ↑December 28th, 2021, 1:34 amThank you for opening the issue.egallager wrote: ↑December 27th, 2021, 8:12 pmHm I guess I'll just go with one big one then... I filed issue #6403.Elvish_Hunter wrote: ↑December 25th, 2021, 3:17 pmWhatever it's more convenient for the user who wants to file a report.What's more convenient for Elvish_Hunter? Maybe he can let us know.
I don't know if it is reasonable to expect wmllint to do all of those tasks.
Something like:or clearing variables heal_amount.... shouldn't be up for wmllint to do, imo.wmllint should replace file injections like {~/add-ons/.../deaths.cfg} within scenarios with macros, unless that path isn't already included in _main.cfg.
That's checkbox 4 in the bug report.Maybe replacing the old difficulty syntax with the macros can be added to the task list. That's step 5.
Oh yeah I thought that was kind of implicit with the target thing, but I can be more explicit about it if you'd like.Maybe also add a couple more AI things similar to[target]
, I didn't have these in my steps post, but I do them as well. They have the same syntax as target.
Change[protect_unit]
. Example:ChangeCode: Select all
[goal] name=protect_unit [criteria] side=1 [/criteria] protect_radius=4 value=5.0 [/goal]
[protect_location]
. Example:Code: Select all
[goal] name=protect_location [criteria] side=1 [/criteria] protect_radius=4 value=5.0 [/goal]
If you could get backtraces and more specifics about the context of the crashes, that'd be helpful.If there's going to be changes to wmllint-1.4, I should add that it sometimes crashes.
Running wmllint-1.4 on the Wesband/units folder would crash it. There were others add-ons in which it crashed as well, but I don't remember which. I'll list them here when I do my update round.
Wesnoth-related GitHub repos:
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
- Celtic_Minstrel
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Re: vghetto port project
I see a few issues with your porting process…
If it's a custom note macro that's associated with a movetype (ie, every unit with that movetype has it and no units without that movetype have it), then add the
In a campaign, I think preserving the look is usually correct, but the existence of the other option is why it's not automated in wmllint.
What's the point of this? The BOM exists for a reason, and the add-on should run equally well with or without it.vghetto wrote: ↑December 11th, 2021, 4:32 am Step 2:
Remove bomb and change file formats from dos to unix. I do that with vim:
vim *.cfg ./*/*.cfg ./maps/*.map
From within vim:Code: Select all
:bufdo set nobomb | w :bufdo set fileformat=unix | w :bufdo set fileencoding=utf-8 | w
This is wrong!!! Under no circumstances should you be running wmllint-1.4 on an add-on written for Wesnoth 1.12 – it's only intended for add-ons written for Wesnoth 1.2 (ie, 10 versions earlier).
Thevghetto wrote: ↑December 11th, 2021, 4:32 am changing[target]
into:Code: Select all
[goal] name=target [criteria] side=1 [/criteria] value=5.0 [/goal]
[target]
syntax is supposed to still be valid indefinitely, although there may have been a bug in 1.14 (fixed in 1.16) that prevented it from working? That aside, there's also three other tags that would need a similar treatment… if I recall correctly, [target_location]
, protect_unit]
, and [protect_location]
.This seems pointless, since the WML parser treats true/yes and false/no as synonyms. In fact, in the GUI2 WML, true and false are consistently used instead of yes and no (I have no idea why this is, only that it is the case).
I don't really understand what this even means…?
Why would you even want to do this? And even if you do, automating like that it seems like a disaster waiting to happen.vghetto wrote: ↑December 11th, 2021, 4:32 am Fix dimensions of images that are less than 72x72Code: Select all
wes-1.14 --render-image "misc/blank-hex.png~BLIT(units/monsters/fireghost-death6.png,1,1)" fixed_dimensions.png
You're missing how to handle a one-off special note. If it's a literal string (ie,vghetto wrote: ↑December 11th, 2021, 4:32 am Remove{SPECIAL_NOTES}
from units:AddCode: Select all
sed -i "s/\+{SPECIAL_NOTES.*$//g" units/*.cfg units/*/*.cfg
special_note=
to custom abilities where needed.
{SPECIAL_NOTES}+_"This is a note!"
), then you need to add a [special_note]
tag in the [unit_type]
:Code: Select all
[special_note]
note=_"This is a note!"
[/special_note]
[special_note]
tag to the movetype definition in the [units]
tag. If it's a custom note macro associated with a custom damage type (eg "electrical"), you need to add it in the [language]
tag:Code: Select all
[language]
special_note_damage_type_electrical=_"This is a note!"
[/language]
This isn't necessarily correct. It preserves the look of the map, but if you instead want to preserve the stats, you should usevghetto wrote: ↑December 11th, 2021, 4:32 am Step 15:
Change^Uf
terrains into^Tf
terrains.Code: Select all
sed -i "s/\^Uf/\^Tf/g" maps/*.map
Tb^Tf
, overwriting the pre-existing base.In a campaign, I think preserving the look is usually correct, but the existence of the other option is why it's not automated in wmllint.
You should always use the version of wmllint that ships with the target version of Wesnoth, so this is correct when porting to 1.14. You should be using the 1.16 version when porting to 1.16.
It was never written to handle that, so it's fine. Just don't run it on add-ons newer than 1.2 and you should be fine.vghetto wrote: ↑December 28th, 2021, 1:34 am If there's going to be changes to wmllint-1.4, I should add that it sometimes crashes.
Running wmllint-1.4 on the Wesband/units folder would crash it. There were others add-ons in which it crashed as well, but I don't remember which. I'll list them here when I do my update round.